Hi folks,
Should it be possible to create a non-power-of-two pBuffer and bind
that as a texture using aglTexImagePBuffer()?
It works fine to create the pBuffer passing GL_TEXTURE_RECTANGLE_EXT
instead of GL_TEXTURE_2D to aglCreatePBuffer(...) and I can render
to the pBuffer just fine. It's just binding the buffer as a texture
that doesn't work - AGL reports "invalid context state" after the
teximagepbuffer call.
I would have thought that just replacing GL_TEXTURE_2D with
GL_TEXTURE_RECTANGLE_EXT when doing the glBindTexture() should be
enough, but obviously I'm doing something wrong. There are ample
possibilities for errors in my own code of course ;) but I wanted to
make sure this is supported at all before spending any more time on
this...
TIA, kyrah
--
We are Elektropeople for a better living.
Karin Kosina, KSC (vka kyrah)
http://kyrah.net
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